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v0.31:Surroundings

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Revision as of 20:38, 30 March 2011 by Ral (talk | contribs) (→‎Savage)
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This article is about an older version of DF.

Surroundings affect the types of Template:L life, wild Template:L and Template:L which will appear in play within a given Template:L. It is possible to start a Template:L that overlaps multiple alignment types (for example a terrifying Template:L and a calm Template:L). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.

Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific Template:L to spawn in. Again, it's important to check the specific biomes making up your site. Once a Template:L spawns on the map, it is under no compunction to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.

Combinations of surroundings

Benign Neutral Savage
Good Serene Mirthful Joyous Wilds
Neutral Calm Wilderness Untamed Wilds
Evil Sinister Haunted Terrifying

Neutral

including Calm, Wilderness and Untamed Wilds

Neutral regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife depending on the area. They can be quite dangerous depending on the region, holding anything from generally non-aggressive but physically powerful enemies such as Template:Ls and Template:Ls to the very aggressive and very dangerous Template:L. As one might expect, Benign Neutral zones are really very safe, while Savage Neutral areas can pose some major difficulties, depending on the dominating climate and landforms. You'll find most of the standard aboveground plants in these alignments, such as Template:L, Template:L, Template:L and the like.

Good

including Serene, Mirthful and Joyous Wilds

Good biomes tend to have less aggressive and weaker Template:L, except for the Template:L. Good regions also support the wild Template:L, which makes the best Template:L in the game. There are generally slight changes between Benign Good and Savage Good.

Distinctive flora & fauna

Evil

including Sinister, Haunted and Terrifying

Evil regions are more dangerous than their Neutral and Good counterparts across the board. At their root, Evil regions are modified Neutral regions. In addition to a pack of other Template:L that are nasty, dangerous, and spiteful such as Template:Ls, Template:L, and Template:Ls, Evil regions modify their Neutral base by infecting many (but not all) of the indigenous Template:L with various forms of Template:L. Template:L have a resistance to piercing attacks and are always far more aggressive than their living counterparts, and they leave a fraction of the corpse benefits (zombies fall down rotten and are unbutcherable, skeletons only leave bones). Clearly, hunting undead animals for food is pointless, and finding kills in a countryside crawling with Template:L is outstandingly dangerous. Template:L shrubs are useless for gathering, too. Also, fish can be infected with undeath, and can even walk on land to attack fisherdwarves. Even Benign Evil is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only.

Distinctive flora & fauna

Savage

Savage surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the "wildlife" (naturally occurring creatures) found therein. A "Savage Good" region is called Joyous Wilds, a "Savage Neutral" region is called Untamed Wilds, and a "Savage Evil" region is called (and can be truly) Terrifying.

Distinctive flora & fauna